@paper-design/shaders 0.0.58 → 0.0.60-beta.0

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Files changed (56) hide show
  1. package/dist/index.d.ts +1 -0
  2. package/dist/index.js +6 -0
  3. package/dist/index.js.map +2 -2
  4. package/dist/shader-mount.js +0 -2
  5. package/dist/shader-mount.js.map +2 -2
  6. package/dist/shader-sizing.js.map +2 -2
  7. package/dist/shaders/color-panels.js +4 -3
  8. package/dist/shaders/color-panels.js.map +2 -2
  9. package/dist/shaders/dithering.js +4 -4
  10. package/dist/shaders/dithering.js.map +1 -1
  11. package/dist/shaders/dot-grid.js +5 -4
  12. package/dist/shaders/dot-grid.js.map +2 -2
  13. package/dist/shaders/dot-orbit.js +1 -1
  14. package/dist/shaders/dot-orbit.js.map +1 -1
  15. package/dist/shaders/fluted-glass.js +3 -2
  16. package/dist/shaders/fluted-glass.js.map +2 -2
  17. package/dist/shaders/god-rays.js +4 -2
  18. package/dist/shaders/god-rays.js.map +2 -2
  19. package/dist/shaders/grain-gradient.js +4 -4
  20. package/dist/shaders/grain-gradient.js.map +1 -1
  21. package/dist/shaders/heatmap.js +13 -12
  22. package/dist/shaders/heatmap.js.map +2 -2
  23. package/dist/shaders/image-dithering.js +1 -1
  24. package/dist/shaders/image-dithering.js.map +1 -1
  25. package/dist/shaders/image-halftone-dots.d.ts +46 -0
  26. package/dist/shaders/image-halftone-dots.js +337 -0
  27. package/dist/shaders/image-halftone-dots.js.map +7 -0
  28. package/dist/shaders/liquid-metal.js +17 -17
  29. package/dist/shaders/liquid-metal.js.map +1 -1
  30. package/dist/shaders/mesh-gradient.js +4 -4
  31. package/dist/shaders/mesh-gradient.js.map +1 -1
  32. package/dist/shaders/neuro-noise.js +1 -1
  33. package/dist/shaders/neuro-noise.js.map +1 -1
  34. package/dist/shaders/paper-texture.js +4 -4
  35. package/dist/shaders/paper-texture.js.map +1 -1
  36. package/dist/shaders/perlin-noise.js +2 -2
  37. package/dist/shaders/perlin-noise.js.map +1 -1
  38. package/dist/shaders/pulsing-border.js +7 -7
  39. package/dist/shaders/pulsing-border.js.map +1 -1
  40. package/dist/shaders/smoke-ring.js +8 -6
  41. package/dist/shaders/smoke-ring.js.map +2 -2
  42. package/dist/shaders/spiral.js +1 -1
  43. package/dist/shaders/spiral.js.map +1 -1
  44. package/dist/shaders/static-mesh-gradient.js +2 -2
  45. package/dist/shaders/static-mesh-gradient.js.map +1 -1
  46. package/dist/shaders/static-radial-gradient.js +17 -14
  47. package/dist/shaders/static-radial-gradient.js.map +2 -2
  48. package/dist/shaders/swirl.js +2 -1
  49. package/dist/shaders/swirl.js.map +2 -2
  50. package/dist/shaders/warp.js +4 -2
  51. package/dist/shaders/warp.js.map +2 -2
  52. package/dist/shaders/water.js +5 -5
  53. package/dist/shaders/water.js.map +1 -1
  54. package/dist/shaders/waves.js +3 -1
  55. package/dist/shaders/waves.js.map +2 -2
  56. package/package.json +1 -1
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/mesh-gradient.ts"],
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- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color) with 2 types of\n * distortions applied to the coordinate space\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_distortion: warp distortion\n * - u_swirl: vortex distortion\n * - u_grainMixer: shape distortion\n * - u_grainOverlay: post-processing blending\n */\n\n// language=GLSL\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n shape_uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n \n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n const float firstFrameOffset = 41.5;\n float t = .5 * (u_time + firstFrameOffset);\n\n float radius = smoothstep(0., 1., length(shape_uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n shape_uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., shape_uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., shape_uv.y));\n shape_uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., shape_uv.x));\n }\n\n vec2 uvRotated = shape_uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t) + mixerGrain;\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = length(uvRotated - pos);\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= totalWeight;\n opacity /= totalWeight;\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color) with 2 types of\n * distortions applied to the coordinate space\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_distortion: warp distortion\n * - u_swirl: vortex distortion\n * - u_grainMixer: shape distortion\n * - u_grainOverlay: post-processing blending\n */\n\n// language=GLSL\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + fract(float(i) / 3.) * .9;\n float c = .8 + fract(float(i + 1) / 4.);\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n shape_uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n \n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n const float firstFrameOffset = 41.5;\n float t = .5 * (u_time + firstFrameOffset);\n\n float radius = smoothstep(0., 1., length(shape_uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n shape_uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., shape_uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., shape_uv.y));\n shape_uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., shape_uv.x));\n }\n\n vec2 uvRotated = shape_uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t) + mixerGrain;\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = length(uvRotated - pos);\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= max(1e-4, totalWeight);\n opacity /= max(1e-4, totalWeight);\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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  "mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAeO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA,wBAK1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQpD,0BAA0B;AAAA,EAC1B,+BAA+B;AAAA,EAC/B,yBAAyB;AAAA;AAAA;AAAA;AAAA,EAIzB,SAAS;AAAA,EACT,SAAS;AAAA,EACT,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAoEM,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
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  "names": []
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  }
@@ -49,7 +49,7 @@ void main() {
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  float noise = neuroShape(shape_uv, t);
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52
- noise = (1. + u_brightness) * pow(noise, 2.);
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+ noise = (1. + u_brightness) * noise * noise;
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  noise = pow(noise, .7 + 6. * u_contrast);
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  noise = min(1.4, noise);
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@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/neuro-noise.ts"],
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- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, colorBandingFix } from '../shader-utils.js';\n\n/**\n *\n * Fractal-like structure made of several layers of sine arches\n * Original algorithm: https://x.com/zozuar/status/1625182758745128981/\n *\n * Uniforms:\n * - u_colorBack, u_colorMid, u_colorFront (RGBA)\n * - u_brightness, u_contrast\n *\n */\n\n// language=GLSL\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${rotation2}\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .13;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * pow(noise, 2.);\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
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+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, colorBandingFix } from '../shader-utils.js';\n\n/**\n *\n * Fractal-like structure made of several layers of sine arches\n * Original algorithm: https://x.com/zozuar/status/1625182758745128981/\n *\n * Uniforms:\n * - u_colorBack, u_colorMid, u_colorFront (RGBA)\n * - u_brightness, u_contrast\n *\n */\n\n// language=GLSL\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${rotation2}\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .13;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * noise * noise;\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
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  "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAcpC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc9C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA8CP,eAAe;AAAA;AAAA;AAAA;AAAA;",
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  "names": []
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  }
@@ -40,9 +40,9 @@ float getUvFrame(vec2 uv) {
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  float aay = 2. * fwidth(uv.y);
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  float left = smoothstep(0., aax, uv.x);
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- float right = smoothstep(1., 1. - aax, uv.x);
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+ float right = 1. - smoothstep(1. - aax, 1., uv.x);
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  float bottom = smoothstep(0., aay, uv.y);
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- float top = smoothstep(1., 1. - aay, uv.y);
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+ float top = 1. - smoothstep(1. - aay, 1., uv.y);
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  return left * right * bottom * top;
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  }
@@ -114,7 +114,7 @@ float crumpledNoise(vec2 t, float pw) {
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  wsum += w;
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  }
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  }
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- return pow(cl / wsum, .5) * 2.;
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+ return pow(wsum != 0.0 ? cl / wsum : 0.0, .5) * 2.;
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  }
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  float crumplesShape(vec2 uv) {
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  return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);
@@ -189,7 +189,7 @@ void main() {
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  float drops = u_drops * drops(patternUV * 2.);
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  float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);
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- fade = clamp(8. * pow(fade, 3.), 0., 1.);
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+ fade = clamp(8. * fade * fade * fade, 0., 1.);
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  w = mix(w, vec2(0.), fade);
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  w2 = mix(w2, vec2(0.), fade);
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/paper-texture.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * Mimicking paper texture with a combination of noises\n *\n * Uniforms:\n * - u_colorFront, u_colorBack (RGBA)\n * - u_contrast - mixing front and back colors\n * - u_roughness - pixel noise, related to canvas => not scalable\n * - u_fiber, u_fiberSize - curly shaped noise\n * - u_crumples, u_crumpleSize - cell-based pattern\n * - u_folds, u_foldCount - lines pattern, 15 max\n * - u_drops - metaballs-like pattern\n * - u_seed - applied to folds, crumples and dots\n * - u_fade - big-scale noise mask applied to everything but roughness\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const paperTextureFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_contrast;\nuniform float u_roughness;\nuniform float u_fiber;\nuniform float u_fiberSize;\nuniform float u_crumples;\nuniform float u_crumpleSize;\nuniform float u_folds;\nuniform float u_foldCount;\nuniform float u_drops;\nuniform float u_seed;\nuniform float u_fade;\n\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n\n float left = smoothstep(0., aax, uv.x);\n float right = smoothstep(1., 1. - aax, uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = smoothstep(1., 1. - aay, uv.y);\n\n return left * right * bottom * top;\n}\n\n${declarePI}\n${rotation2}\n${textureRandomizerR}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < 3; i++) {\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat roughness(vec2 p) {\n p *= .1;\n float o = 0.;\n for (float i = 0.; ++i < 4.; p *= 2.1) {\n vec4 w = vec4(floor(p), ceil(p));\n vec2 f = fract(p);\n o += mix(\n mix(randomG(w.xy), randomG(w.xw), f.y),\n mix(randomG(w.zy), randomG(w.zw), f.y),\n f.x);\n o += .2 / exp(2. * abs(sin(.2 * p.x + .5 * p.y)));\n }\n return o / 3.;\n}\n\n${fiberNoise}\n\nvec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n}\nfloat crumpledNoise(vec2 t, float pw) {\n vec2 p = floor(t);\n float wsum = 0.;\n float cl = 0.;\n for (int y = -1; y < 2; y += 1) {\n for (int x = -1; x < 2; x += 1) {\n vec2 b = vec2(float(x), float(y));\n vec2 q = b + p;\n vec2 q2 = q - floor(q / 8.) * 8.;\n vec2 c = q + randomGB(q2);\n vec2 r = c - t;\n float w = pow(smoothstep(0., 1., 1. - abs(r.x)), pw) * pow(smoothstep(0., 1., 1. - abs(r.y)), pw);\n cl += (.5 + .5 * sin((q2.x + q2.y * 5.) * 8.)) * w;\n wsum += w;\n }\n }\n return pow(cl / wsum, .5) * 2.;\n}\nfloat crumplesShape(vec2 uv) {\n return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);\n}\n\n\nvec2 folds(vec2 uv) {\n vec3 pp = vec3(0.);\n float l = 9.;\n for (float i = 0.; i < 15.; i++) {\n if (i >= u_foldCount) break;\n vec2 rand = randomGB(vec2(i, i * u_seed));\n float an = rand.x * TWO_PI;\n vec2 p = vec2(cos(an), sin(an)) * rand.y;\n float dist = distance(uv, p);\n l = min(l, dist);\n\n if (l == dist) {\n pp.xy = (uv - p.xy);\n pp.z = dist;\n }\n }\n return mix(pp.xy, vec2(0.), pow(pp.z, .25));\n}\n\nfloat drops(vec2 uv) {\n vec2 iDropsUV = floor(uv);\n vec2 fDropsUV = fract(uv);\n float dropsMinDist = 1.;\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 neighbor = vec2(float(i), float(j));\n vec2 offset = randomGB(iDropsUV + neighbor);\n offset = .5 + .5 * sin(10. * u_seed + TWO_PI * offset);\n vec2 pos = neighbor + offset - fDropsUV;\n float dist = length(pos);\n dropsMinDist = min(dropsMinDist, dropsMinDist*dist);\n }\n }\n return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 5. * (patternUV * vec2(u_imageAspectRatio, 1.));\n\n vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));\n\n vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;\n float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));\n\n vec2 fiberUV = 2. / u_fiberSize * patternUV;\n float fiber = fiberNoise(fiberUV, vec2(0.));\n fiber = .5 * u_fiber * (fiber - 1.);\n\n vec2 normal = vec2(0.);\n vec2 normalImage = vec2(0.);\n\n vec2 foldsUV = patternUV * .12;\n foldsUV = rotate(foldsUV, 4. * u_seed);\n vec2 w = folds(foldsUV);\n foldsUV = rotate(foldsUV + .007 * cos(u_seed), .01 * sin(u_seed));\n vec2 w2 = folds(foldsUV);\n\n float drops = u_drops * drops(patternUV * 2.);\n\n float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);\n fade = clamp(8. * pow(fade, 3.), 0., 1.);\n\n w = mix(w, vec2(0.), fade);\n w2 = mix(w2, vec2(0.), fade);\n crumples = mix(crumples, 0., fade);\n drops = mix(drops, 0., fade);\n fiber *= mix(1., .5, fade);\n roughness *= mix(1., .5, fade);\n\n normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);\n normalImage.xy += u_folds * 2. * w;\n\n normal.xy += crumples;\n normalImage.xy += 1.5 * crumples;\n\n normal.xy += 3. * drops;\n normalImage.xy += .2 * drops;\n\n normal.xy += u_roughness * 1.5 * roughness;\n normal.xy += fiber;\n\n normalImage += u_roughness * .75 * roughness;\n normalImage += .2 * fiber;\n\n vec3 lightPos = vec3(1., 2., 1.);\n float res = dot(normalize(vec3(normal, 9.5 - 9. * pow(u_contrast, .1))), normalize(lightPos));\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n imageUV += .02 * normalImage;\n float frame = getUvFrame(imageUV);\n vec4 image = texture(u_image, imageUV);\n image.rgb += .6 * pow(u_contrast, .4) * (res - .7);\n\n frame *= image.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n opacity = mix(opacity, 1., frame);\n\n color -= .007 * drops;\n\n color.rgb = mix(color, image.rgb, frame);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PaperTextureUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_noiseTexture?: HTMLImageElement;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_contrast: number;\n u_roughness: number;\n u_fiber: number;\n u_fiberSize: number;\n u_crumples: number;\n u_foldCount: number;\n u_folds: number;\n u_fade: number;\n u_crumpleSize: number;\n u_drops: number;\n u_seed: number;\n}\n\nexport interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n contrast?: number;\n roughness?: number;\n fiber?: number;\n fiberSize?: number;\n crumples?: number;\n foldCount?: number;\n folds?: number;\n fade?: number;\n crumpleSize?: number;\n drops?: number;\n seed?: number;\n}\n"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * Mimicking paper texture with a combination of noises\n *\n * Uniforms:\n * - u_colorFront, u_colorBack (RGBA)\n * - u_contrast - mixing front and back colors\n * - u_roughness - pixel noise, related to canvas => not scalable\n * - u_fiber, u_fiberSize - curly shaped noise\n * - u_crumples, u_crumpleSize - cell-based pattern\n * - u_folds, u_foldCount - lines pattern, 15 max\n * - u_drops - metaballs-like pattern\n * - u_seed - applied to folds, crumples and dots\n * - u_fade - big-scale noise mask applied to everything but roughness\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const paperTextureFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_contrast;\nuniform float u_roughness;\nuniform float u_fiber;\nuniform float u_fiberSize;\nuniform float u_crumples;\nuniform float u_crumpleSize;\nuniform float u_folds;\nuniform float u_foldCount;\nuniform float u_drops;\nuniform float u_seed;\nuniform float u_fade;\n\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n\n float left = smoothstep(0., aax, uv.x);\n float right = 1. - smoothstep(1. - aax, 1., uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = 1. - smoothstep(1. - aay, 1., uv.y);\n\n return left * right * bottom * top;\n}\n\n${declarePI}\n${rotation2}\n${textureRandomizerR}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < 3; i++) {\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat roughness(vec2 p) {\n p *= .1;\n float o = 0.;\n for (float i = 0.; ++i < 4.; p *= 2.1) {\n vec4 w = vec4(floor(p), ceil(p));\n vec2 f = fract(p);\n o += mix(\n mix(randomG(w.xy), randomG(w.xw), f.y),\n mix(randomG(w.zy), randomG(w.zw), f.y),\n f.x);\n o += .2 / exp(2. * abs(sin(.2 * p.x + .5 * p.y)));\n }\n return o / 3.;\n}\n\n${fiberNoise}\n\nvec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n}\nfloat crumpledNoise(vec2 t, float pw) {\n vec2 p = floor(t);\n float wsum = 0.;\n float cl = 0.;\n for (int y = -1; y < 2; y += 1) {\n for (int x = -1; x < 2; x += 1) {\n vec2 b = vec2(float(x), float(y));\n vec2 q = b + p;\n vec2 q2 = q - floor(q / 8.) * 8.;\n vec2 c = q + randomGB(q2);\n vec2 r = c - t;\n float w = pow(smoothstep(0., 1., 1. - abs(r.x)), pw) * pow(smoothstep(0., 1., 1. - abs(r.y)), pw);\n cl += (.5 + .5 * sin((q2.x + q2.y * 5.) * 8.)) * w;\n wsum += w;\n }\n }\n return pow(wsum != 0.0 ? cl / wsum : 0.0, .5) * 2.;\n}\nfloat crumplesShape(vec2 uv) {\n return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);\n}\n\n\nvec2 folds(vec2 uv) {\n vec3 pp = vec3(0.);\n float l = 9.;\n for (float i = 0.; i < 15.; i++) {\n if (i >= u_foldCount) break;\n vec2 rand = randomGB(vec2(i, i * u_seed));\n float an = rand.x * TWO_PI;\n vec2 p = vec2(cos(an), sin(an)) * rand.y;\n float dist = distance(uv, p);\n l = min(l, dist);\n\n if (l == dist) {\n pp.xy = (uv - p.xy);\n pp.z = dist;\n }\n }\n return mix(pp.xy, vec2(0.), pow(pp.z, .25));\n}\n\nfloat drops(vec2 uv) {\n vec2 iDropsUV = floor(uv);\n vec2 fDropsUV = fract(uv);\n float dropsMinDist = 1.;\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 neighbor = vec2(float(i), float(j));\n vec2 offset = randomGB(iDropsUV + neighbor);\n offset = .5 + .5 * sin(10. * u_seed + TWO_PI * offset);\n vec2 pos = neighbor + offset - fDropsUV;\n float dist = length(pos);\n dropsMinDist = min(dropsMinDist, dropsMinDist*dist);\n }\n }\n return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 5. * (patternUV * vec2(u_imageAspectRatio, 1.));\n\n vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));\n\n vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;\n float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));\n\n vec2 fiberUV = 2. / u_fiberSize * patternUV;\n float fiber = fiberNoise(fiberUV, vec2(0.));\n fiber = .5 * u_fiber * (fiber - 1.);\n\n vec2 normal = vec2(0.);\n vec2 normalImage = vec2(0.);\n\n vec2 foldsUV = patternUV * .12;\n foldsUV = rotate(foldsUV, 4. * u_seed);\n vec2 w = folds(foldsUV);\n foldsUV = rotate(foldsUV + .007 * cos(u_seed), .01 * sin(u_seed));\n vec2 w2 = folds(foldsUV);\n\n float drops = u_drops * drops(patternUV * 2.);\n\n float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);\n fade = clamp(8. * fade * fade * fade, 0., 1.);\n\n w = mix(w, vec2(0.), fade);\n w2 = mix(w2, vec2(0.), fade);\n crumples = mix(crumples, 0., fade);\n drops = mix(drops, 0., fade);\n fiber *= mix(1., .5, fade);\n roughness *= mix(1., .5, fade);\n\n normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);\n normalImage.xy += u_folds * 2. * w;\n\n normal.xy += crumples;\n normalImage.xy += 1.5 * crumples;\n\n normal.xy += 3. * drops;\n normalImage.xy += .2 * drops;\n\n normal.xy += u_roughness * 1.5 * roughness;\n normal.xy += fiber;\n\n normalImage += u_roughness * .75 * roughness;\n normalImage += .2 * fiber;\n\n vec3 lightPos = vec3(1., 2., 1.);\n float res = dot(normalize(vec3(normal, 9.5 - 9. * pow(u_contrast, .1))), normalize(lightPos));\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n imageUV += .02 * normalImage;\n float frame = getUvFrame(imageUV);\n vec4 image = texture(u_image, imageUV);\n image.rgb += .6 * pow(u_contrast, .4) * (res - .7);\n\n frame *= image.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n opacity = mix(opacity, 1., frame);\n\n color -= .007 * drops;\n\n color.rgb = mix(color, image.rgb, frame);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PaperTextureUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_noiseTexture?: HTMLImageElement;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_contrast: number;\n u_roughness: number;\n u_fiber: number;\n u_fiberSize: number;\n u_crumples: number;\n u_foldCount: number;\n u_folds: number;\n u_fade: number;\n u_crumpleSize: number;\n u_drops: number;\n u_seed: number;\n}\n\nexport interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n contrast?: number;\n roughness?: number;\n fiber?: number;\n fiberSize?: number;\n crumples?: number;\n foldCount?: number;\n folds?: number;\n fade?: number;\n crumpleSize?: number;\n drops?: number;\n seed?: number;\n}\n"],
5
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  "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,YAAY,0BAA0B;AAqB9D,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA0BhD,0BAA0B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgB1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA2ClB,UAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
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  "names": []
7
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  }
@@ -148,7 +148,7 @@ float get_max_amp(float persistence, float octaveCount) {
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  return octaveCount;
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  }
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151
- return (1.0 - pow(persistence, octaveCount)) / (1.0 - persistence);
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+ return (1.0 - pow(persistence, octaveCount)) / max(1e-4, (1.0 - persistence));
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  }
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  void main() {
@@ -164,7 +164,7 @@ void main() {
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  float noise = p_noise(p, int(octCount), persistence, u_lacunarity);
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  float max_amp = get_max_amp(persistence, octCount);
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- float noise_normalized = clamp((noise + max_amp) / (2. * max_amp) + (u_proportion - .5), 0.0, 1.0);
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+ float noise_normalized = clamp((noise + max_amp) / max(1e-4, (2. * max_amp)) + (u_proportion - .5), 0.0, 1.0);
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  float sharpness = clamp(u_softness, 0., 1.);
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  float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);
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  float res = smoothstep(
@@ -1,7 +1,7 @@
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  {
2
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  "version": 3,
3
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  "sources": ["../../src/shaders/perlin-noise.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 3d Perlin noise; original algorithm: https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_octaveCount: more octaves => more detailed pattern\n * - u_persistence: roughness, falloff between octaves\n * - u_lacunarity: frequency step, typically around 2, defines how compressed is the pattern\n *\n */\n\n// language=GLSL\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat hash11(float p) {\n p = fract(p * 0.3183099) + 0.1;\n p *= p + 19.19;\n return fract(p * p);\n}\n\nfloat hash21(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p + 19.19);\n return fract(p.x * p.y);\n}\n\nfloat hash31(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(p.x * (p.y + p.z));\n}\n\nvec3 hash33(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(vec3(p.x * p.y, p.y * p.z, p.z * p.x));\n}\n\nvec3 gradientSafe(vec3 p) {\n vec3 h = hash33(p) * 2.0 - 1.;\n return normalize(h + 0.001);\n}\n\nvec3 gradientPredefined(float hash) {\n int idx = int(hash * 12.0) % 12;\n\n if (idx == 0) return vec3(1, 1, 0);\n if (idx == 1) return vec3(-1, 1, 0);\n if (idx == 2) return vec3(1, -1, 0);\n if (idx == 3) return vec3(-1, -1, 0);\n if (idx == 4) return vec3(1, 0, 1);\n if (idx == 5) return vec3(-1, 0, 1);\n if (idx == 6) return vec3(1, 0, -1);\n if (idx == 7) return vec3(-1, 0, -1);\n if (idx == 8) return vec3(0, 1, 1);\n if (idx == 9) return vec3(0, -1, 1);\n if (idx == 10) return vec3(0, 1, -1);\n return vec3(0, -1, -1);// idx == 11\n}\n\nfloat interpolateSafe(float v000, float v001, float v010, float v011,\nfloat v100, float v101, float v110, float v111, vec3 t) {\n t = clamp(t, 0.0, 1.0);\n\n float v00 = mix(v000, v100, t.x);\n float v01 = mix(v001, v101, t.x);\n float v10 = mix(v010, v110, t.x);\n float v11 = mix(v011, v111, t.x);\n\n float v0 = mix(v00, v10, t.y);\n float v1 = mix(v01, v11, t.y);\n\n return mix(v0, v1, t.z);\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, float seed) {\n position += vec3(seed * 127.1, seed * 311.7, seed * 74.7);\n\n vec3 i = floor(position);\n vec3 f = fract(position);\n float h000 = hash31(i);\n float h001 = hash31(i + vec3(0, 0, 1));\n float h010 = hash31(i + vec3(0, 1, 0));\n float h011 = hash31(i + vec3(0, 1, 1));\n float h100 = hash31(i + vec3(1, 0, 0));\n float h101 = hash31(i + vec3(1, 0, 1));\n float h110 = hash31(i + vec3(1, 1, 0));\n float h111 = hash31(i + vec3(1, 1, 1));\n vec3 g000 = gradientPredefined(h000);\n vec3 g001 = gradientPredefined(h001);\n vec3 g010 = gradientPredefined(h010);\n vec3 g011 = gradientPredefined(h011);\n vec3 g100 = gradientPredefined(h100);\n vec3 g101 = gradientPredefined(h101);\n vec3 g110 = gradientPredefined(h110);\n vec3 g111 = gradientPredefined(h111);\n float v000 = dot(g000, f - vec3(0, 0, 0));\n float v001 = dot(g001, f - vec3(0, 0, 1));\n float v010 = dot(g010, f - vec3(0, 1, 0));\n float v011 = dot(g011, f - vec3(0, 1, 1));\n float v100 = dot(g100, f - vec3(1, 0, 0));\n float v101 = dot(g101, f - vec3(1, 0, 1));\n float v110 = dot(g110, f - vec3(1, 1, 0));\n float v111 = dot(g111, f - vec3(1, 1, 1));\n\n vec3 u = fade(f);\n return interpolateSafe(v000, v001, v010, v011, v100, v101, v110, v111, u);\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float frequency = 10.0;\n float maxValue = 0.0;\n octaveCount = clamp(octaveCount, 1, 8);\n\n for (int i = 0; i < octaveCount; i++) {\n float seed = float(i) * 0.7319;\n value += perlinNoise(position * frequency, seed) * amplitude;\n maxValue += amplitude;\n amplitude *= persistence;\n frequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence = clamp(persistence * 0.999, 0.0, 0.999);\n octaveCount = clamp(octaveCount, 1.0, 8.0);\n\n if (abs(persistence - 1.0) < 0.001) {\n return octaveCount;\n }\n\n return (1.0 - pow(persistence, octaveCount)) / (1.0 - persistence);\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n \n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float octCount = clamp(floor(u_octaveCount), 1.0, 8.0);\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(octCount), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, octCount);\n float noise_normalized = clamp((noise + max_amp) / (2. * max_amp) + (u_proportion - .5), 0.0, 1.0);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 3d Perlin noise; original algorithm: https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_octaveCount: more octaves => more detailed pattern\n * - u_persistence: roughness, falloff between octaves\n * - u_lacunarity: frequency step, typically around 2, defines how compressed is the pattern\n *\n */\n\n// language=GLSL\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat hash11(float p) {\n p = fract(p * 0.3183099) + 0.1;\n p *= p + 19.19;\n return fract(p * p);\n}\n\nfloat hash21(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p + 19.19);\n return fract(p.x * p.y);\n}\n\nfloat hash31(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(p.x * (p.y + p.z));\n}\n\nvec3 hash33(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(vec3(p.x * p.y, p.y * p.z, p.z * p.x));\n}\n\nvec3 gradientSafe(vec3 p) {\n vec3 h = hash33(p) * 2.0 - 1.;\n return normalize(h + 0.001);\n}\n\nvec3 gradientPredefined(float hash) {\n int idx = int(hash * 12.0) % 12;\n\n if (idx == 0) return vec3(1, 1, 0);\n if (idx == 1) return vec3(-1, 1, 0);\n if (idx == 2) return vec3(1, -1, 0);\n if (idx == 3) return vec3(-1, -1, 0);\n if (idx == 4) return vec3(1, 0, 1);\n if (idx == 5) return vec3(-1, 0, 1);\n if (idx == 6) return vec3(1, 0, -1);\n if (idx == 7) return vec3(-1, 0, -1);\n if (idx == 8) return vec3(0, 1, 1);\n if (idx == 9) return vec3(0, -1, 1);\n if (idx == 10) return vec3(0, 1, -1);\n return vec3(0, -1, -1);// idx == 11\n}\n\nfloat interpolateSafe(float v000, float v001, float v010, float v011,\nfloat v100, float v101, float v110, float v111, vec3 t) {\n t = clamp(t, 0.0, 1.0);\n\n float v00 = mix(v000, v100, t.x);\n float v01 = mix(v001, v101, t.x);\n float v10 = mix(v010, v110, t.x);\n float v11 = mix(v011, v111, t.x);\n\n float v0 = mix(v00, v10, t.y);\n float v1 = mix(v01, v11, t.y);\n\n return mix(v0, v1, t.z);\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, float seed) {\n position += vec3(seed * 127.1, seed * 311.7, seed * 74.7);\n\n vec3 i = floor(position);\n vec3 f = fract(position);\n float h000 = hash31(i);\n float h001 = hash31(i + vec3(0, 0, 1));\n float h010 = hash31(i + vec3(0, 1, 0));\n float h011 = hash31(i + vec3(0, 1, 1));\n float h100 = hash31(i + vec3(1, 0, 0));\n float h101 = hash31(i + vec3(1, 0, 1));\n float h110 = hash31(i + vec3(1, 1, 0));\n float h111 = hash31(i + vec3(1, 1, 1));\n vec3 g000 = gradientPredefined(h000);\n vec3 g001 = gradientPredefined(h001);\n vec3 g010 = gradientPredefined(h010);\n vec3 g011 = gradientPredefined(h011);\n vec3 g100 = gradientPredefined(h100);\n vec3 g101 = gradientPredefined(h101);\n vec3 g110 = gradientPredefined(h110);\n vec3 g111 = gradientPredefined(h111);\n float v000 = dot(g000, f - vec3(0, 0, 0));\n float v001 = dot(g001, f - vec3(0, 0, 1));\n float v010 = dot(g010, f - vec3(0, 1, 0));\n float v011 = dot(g011, f - vec3(0, 1, 1));\n float v100 = dot(g100, f - vec3(1, 0, 0));\n float v101 = dot(g101, f - vec3(1, 0, 1));\n float v110 = dot(g110, f - vec3(1, 1, 0));\n float v111 = dot(g111, f - vec3(1, 1, 1));\n\n vec3 u = fade(f);\n return interpolateSafe(v000, v001, v010, v011, v100, v101, v110, v111, u);\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float frequency = 10.0;\n float maxValue = 0.0;\n octaveCount = clamp(octaveCount, 1, 8);\n\n for (int i = 0; i < octaveCount; i++) {\n float seed = float(i) * 0.7319;\n value += perlinNoise(position * frequency, seed) * amplitude;\n maxValue += amplitude;\n amplitude *= persistence;\n frequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence = clamp(persistence * 0.999, 0.0, 0.999);\n octaveCount = clamp(octaveCount, 1.0, 8.0);\n\n if (abs(persistence - 1.0) < 0.001) {\n return octaveCount;\n }\n\n return (1.0 - pow(persistence, octaveCount)) / max(1e-4, (1.0 - persistence));\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n \n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float octCount = clamp(floor(u_octaveCount), 1.0, 8.0);\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(octCount), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, octCount);\n float noise_normalized = clamp((noise + max_amp) / max(1e-4, (2. * max_amp)) + (u_proportion - .5), 0.0, 1.0);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
5
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  "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAgBpC,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAa/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkKP,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -42,8 +42,8 @@ out vec4 fragColor;
42
42
  ${declarePI}
43
43
 
44
44
  float beat(float time) {
45
- float first = pow(sin(time * TWO_PI), 10.);
46
- float second = pow(sin((time - 0.15) * TWO_PI), 10.);
45
+ float first = pow(abs(sin(time * TWO_PI)), 10.);
46
+ float second = pow(abs(sin((time - .15) * TWO_PI)), 10.);
47
47
 
48
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  return clamp(first + 0.6 * second, 0.0, 1.0);
49
49
  }
@@ -55,7 +55,7 @@ float sst(float edge0, float edge1, float x) {
55
55
  float roundedBox(vec2 uv, vec2 halfSize, float distance, float cornerDistance, float thickness, float softness) {
56
56
  float borderDistance = abs(distance);
57
57
  float aa = 2. * fwidth(distance);
58
- float border = 1. - sst(mix(thickness, -thickness, softness), thickness + aa, borderDistance);
58
+ float border = 1. - sst(min(mix(thickness, -thickness, softness), thickness + aa), max(mix(thickness, -thickness, softness), thickness + aa), borderDistance);
59
59
  float cornerFadeCircles = 0.;
60
60
  cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv + halfSize) / thickness)));
61
61
  cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - vec2(-halfSize.x, halfSize.y)) / thickness)));
@@ -109,8 +109,8 @@ void main() {
109
109
  float mY = mT + mB;
110
110
 
111
111
  if (u_aspectRatio > 0.) {
112
- float shapeRatio = canvasRatio * (1. - mX) / (1. - mY);
113
- float freeX = shapeRatio > 1. ? (1. - mX) * (1. - 1. / shapeRatio) : 0.;
112
+ float shapeRatio = canvasRatio * (1. - mX) / max(1. - mY, 1e-6);
113
+ float freeX = shapeRatio > 1. ? (1. - mX) * (1. - 1. / max(abs(shapeRatio), 1e-6)) : 0.;
114
114
  float freeY = shapeRatio < 1. ? (1. - mY) * (1. - shapeRatio) : 0.;
115
115
  mL += freeX * 0.5;
116
116
  mR += freeX * 0.5;
@@ -150,7 +150,7 @@ void main() {
150
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  float smokeThickness = thickness + .2;
151
151
  smokeThickness = min(.4, max(smokeThickness, .1));
152
152
  smoke *= roundedBox(borderUV, halfSize, distance, cornerDistance, smokeThickness, 1.);
153
- smoke = 30. * pow(smoke, 2.);
153
+ smoke = 30. * smoke * smoke;
154
154
  smoke *= mix(0., .5, pow(u_smoke, 2.));
155
155
  smoke *= mix(1., pulse, u_pulse);
156
156
  smoke = clamp(smoke, 0., 1.);
@@ -196,7 +196,7 @@ void main() {
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  float atg1 = fract(angle + time);
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  float spotSize = .05 + .6 * pow(u_spotSize, 2.) + .05 * randVal.x;
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  spotSize = mix(spotSize, .1, p);
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- float sector = sst(.5 - spotSize, .5, atg1) * sst(.5 + spotSize, .5, atg1);
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+ float sector = sst(.5 - spotSize, .5, atg1) * (1. - sst(.5, .5 + spotSize, atg1));
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  sector *= mask;
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  sector *= border;
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/pulsing-border.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerGB, colorBandingFix } from '../shader-utils.js';\n\nexport const pulsingBorderMeta = {\n maxColorCount: 5,\n maxSpots: 4,\n} as const;\n\n/**\n * Color spots traveling around rectangular stroke (border)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_roundness, u_thickness, u_softness: border parameters\n * - u_aspectRatio\n * - u_intensity: thickness of individual spots\n * - u_bloom: normal / additive color blending\n * - u_spotSize: angular size of spots\n * - u_spots (float used as int): number of spots rendered per color\n * - u_pulse: optional pulsing animation\n * - u_smoke, u_smokeSize: optional noisy shapes around the border\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const pulsingBorderFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_roundness;\nuniform float u_thickness;\nuniform float u_marginLeft;\nuniform float u_marginRight;\nuniform float u_marginTop;\nuniform float u_marginBottom;\nuniform float u_aspectRatio;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_bloom;\nuniform float u_spotSize;\nuniform float u_spots;\nuniform float u_pulse;\nuniform float u_smoke;\nuniform float u_smokeSize;\n\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat beat(float time) {\n float first = pow(sin(time * TWO_PI), 10.);\n float second = pow(sin((time - 0.15) * TWO_PI), 10.);\n\n return clamp(first + 0.6 * second, 0.0, 1.0);\n}\n\nfloat sst(float edge0, float edge1, float x) {\n return smoothstep(edge0, edge1, x);\n}\n\nfloat roundedBox(vec2 uv, vec2 halfSize, float distance, float cornerDistance, float thickness, float softness) {\n float borderDistance = abs(distance);\n float aa = 2. * fwidth(distance);\n float border = 1. - sst(mix(thickness, -thickness, softness), thickness + aa, borderDistance);\n float cornerFadeCircles = 0.;\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv + halfSize) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - vec2(-halfSize.x, halfSize.y)) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - vec2(halfSize.x, -halfSize.y)) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - halfSize) / thickness)));\n aa = fwidth(cornerDistance);\n float cornerFade = sst(0., mix(aa, thickness, softness), cornerDistance);\n cornerFade *= cornerFadeCircles;\n border += cornerFade;\n return border;\n}\n\n${textureRandomizerGB}\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomG(i);\n float b = randomG(i + vec2(1.0, 0.0));\n float c = randomG(i + vec2(0.0, 1.0));\n float d = randomG(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nvoid main() {\n const float firstFrameOffset = 109.;\n float t = 1.2 * (u_time + firstFrameOffset);\n\n vec2 borderUV = v_responsiveUV;\n float pulse = u_pulse * beat(.18 * u_time);\n\n float canvasRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n vec2 halfSize = vec2(.5);\n borderUV.x *= max(canvasRatio, 1.);\n borderUV.y /= min(canvasRatio, 1.);\n halfSize.x *= max(canvasRatio, 1.);\n halfSize.y /= min(canvasRatio, 1.);\n\n float mL = u_marginLeft;\n float mR = u_marginRight;\n float mT = u_marginTop;\n float mB = u_marginBottom;\n float mX = mL + mR;\n float mY = mT + mB;\n\n if (u_aspectRatio > 0.) {\n float shapeRatio = canvasRatio * (1. - mX) / (1. - mY);\n float freeX = shapeRatio > 1. ? (1. - mX) * (1. - 1. / shapeRatio) : 0.;\n float freeY = shapeRatio < 1. ? (1. - mY) * (1. - shapeRatio) : 0.;\n mL += freeX * 0.5;\n mR += freeX * 0.5;\n mT += freeY * 0.5;\n mB += freeY * 0.5;\n mX = mL + mR;\n mY = mT + mB;\n }\n\n float thickness = .5 * u_thickness * min(halfSize.x, halfSize.y);\n\n halfSize.x *= (1. - mX);\n halfSize.y *= (1. - mY);\n\n vec2 centerShift = vec2(\n (mL - mR) * max(canvasRatio, 1.) * 0.5,\n (mB - mT) / min(canvasRatio, 1.) * 0.5\n );\n\n borderUV -= centerShift;\n halfSize -= mix(thickness, 0., u_softness);\n\n float radius = mix(0., min(halfSize.x, halfSize.y), u_roundness);\n vec2 d = abs(borderUV) - halfSize + radius;\n float outsideDistance = length(max(d, .0001)) - radius;\n float insideDistance = min(max(d.x, d.y), .0001);\n float cornerDistance = abs(min(max(d.x, d.y) - .45 * radius, .0));\n float distance = outsideDistance + insideDistance;\n\n float borderThickness = mix(thickness, 3. * thickness, u_softness);\n float border = roundedBox(borderUV, halfSize, distance, cornerDistance, borderThickness, u_softness);\n border = pow(border, 1. + u_softness);\n\n vec2 smokeUV = .3 * u_smokeSize * v_patternUV;\n float smoke = clamp(3. * valueNoise(2.7 * smokeUV + .5 * t), 0., 1.);\n smoke -= valueNoise(3.4 * smokeUV - .5 * t);\n float smokeThickness = thickness + .2;\n smokeThickness = min(.4, max(smokeThickness, .1));\n smoke *= roundedBox(borderUV, halfSize, distance, cornerDistance, smokeThickness, 1.);\n smoke = 30. * pow(smoke, 2.);\n smoke *= mix(0., .5, pow(u_smoke, 2.));\n smoke *= mix(1., pulse, u_pulse);\n smoke = clamp(smoke, 0., 1.);\n border += smoke;\n\n border = clamp(border, 0., 1.);\n\n vec3 blendColor = vec3(0.);\n float blendAlpha = 0.;\n vec3 addColor = vec3(0.);\n float addAlpha = 0.;\n\n float bloom = 4. * u_bloom;\n float intensity = 1. + (1. + 4. * u_softness) * u_intensity;\n\n float angle = atan(borderUV.y, borderUV.x) / TWO_PI;\n\n for (int colorIdx = 0; colorIdx < ${pulsingBorderMeta.maxColorCount}; colorIdx++) {\n if (colorIdx >= int(u_colorsCount)) break;\n float colorIdxF = float(colorIdx);\n\n vec3 c = u_colors[colorIdx].rgb * u_colors[colorIdx].a;\n float a = u_colors[colorIdx].a;\n\n for (int spotIdx = 0; spotIdx < ${pulsingBorderMeta.maxSpots}; spotIdx++) {\n if (spotIdx >= int(u_spots)) break;\n float spotIdxF = float(spotIdx);\n\n vec2 randVal = randomGB(vec2(spotIdxF * 10. + 2., 40. + colorIdxF));\n\n float time = (.1 + .15 * abs(sin(spotIdxF * (2. + colorIdxF)) * cos(spotIdxF * (2. + 2.5 * colorIdxF)))) * t + randVal.x * 3.;\n time *= mix(1., -1., step(.5, randVal.y));\n\n float mask = .5 + .5 * mix(\n sin(t + spotIdxF * (5. - 1.5 * colorIdxF)),\n cos(t + spotIdxF * (3. + 1.3 * colorIdxF)),\n step(mod(colorIdxF, 2.), .5)\n );\n\n float p = clamp(2. * u_pulse - randVal.x, 0., 1.);\n mask = mix(mask, pulse, p);\n\n float atg1 = fract(angle + time);\n float spotSize = .05 + .6 * pow(u_spotSize, 2.) + .05 * randVal.x;\n spotSize = mix(spotSize, .1, p);\n float sector = sst(.5 - spotSize, .5, atg1) * sst(.5 + spotSize, .5, atg1);\n\n sector *= mask;\n sector *= border;\n sector *= intensity;\n sector = clamp(sector, 0., 1.);\n\n vec3 srcColor = c * sector;\n float srcAlpha = a * sector;\n\n blendColor += ((1. - blendAlpha) * srcColor);\n blendAlpha = blendAlpha + (1. - blendAlpha) * srcAlpha;\n addColor += srcColor;\n addAlpha += srcAlpha;\n }\n }\n\n vec3 accumColor = mix(blendColor, addColor, bloom);\n float accumAlpha = mix(blendAlpha, addAlpha, bloom);\n accumAlpha = clamp(accumAlpha, 0., 1.);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}`;\n\nexport interface PulsingBorderUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_roundness: number;\n u_thickness: number;\n u_marginLeft: number;\n u_marginRight: number;\n u_marginTop: number;\n u_marginBottom: number;\n u_aspectRatio: (typeof PulsingBorderAspectRatios)[PulsingBorderAspectRatio];\n u_softness: number;\n u_intensity: number;\n u_bloom: number;\n u_spots: number;\n u_spotSize: number;\n u_pulse: number;\n u_smoke: number;\n u_smokeSize: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n roundness?: number;\n thickness?: number;\n margin?: number;\n marginLeft?: number;\n marginRight?: number;\n marginTop?: number;\n marginBottom?: number;\n aspectRatio?: PulsingBorderAspectRatio;\n softness?: number;\n intensity?: number;\n bloom?: number;\n spots?: number;\n spotSize?: number;\n pulse?: number;\n smoke?: number;\n smokeSize?: number;\n}\n\nexport const PulsingBorderAspectRatios = {\n auto: 0,\n square: 1,\n} as const;\n\nexport type PulsingBorderAspectRatio = keyof typeof PulsingBorderAspectRatios;\n"],
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerGB, colorBandingFix } from '../shader-utils.js';\n\nexport const pulsingBorderMeta = {\n maxColorCount: 5,\n maxSpots: 4,\n} as const;\n\n/**\n * Color spots traveling around rectangular stroke (border)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_roundness, u_thickness, u_softness: border parameters\n * - u_aspectRatio\n * - u_intensity: thickness of individual spots\n * - u_bloom: normal / additive color blending\n * - u_spotSize: angular size of spots\n * - u_spots (float used as int): number of spots rendered per color\n * - u_pulse: optional pulsing animation\n * - u_smoke, u_smokeSize: optional noisy shapes around the border\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const pulsingBorderFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_roundness;\nuniform float u_thickness;\nuniform float u_marginLeft;\nuniform float u_marginRight;\nuniform float u_marginTop;\nuniform float u_marginBottom;\nuniform float u_aspectRatio;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_bloom;\nuniform float u_spotSize;\nuniform float u_spots;\nuniform float u_pulse;\nuniform float u_smoke;\nuniform float u_smokeSize;\n\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat beat(float time) {\n float first = pow(abs(sin(time * TWO_PI)), 10.);\n float second = pow(abs(sin((time - .15) * TWO_PI)), 10.);\n\n return clamp(first + 0.6 * second, 0.0, 1.0);\n}\n\nfloat sst(float edge0, float edge1, float x) {\n return smoothstep(edge0, edge1, x);\n}\n\nfloat roundedBox(vec2 uv, vec2 halfSize, float distance, float cornerDistance, float thickness, float softness) {\n float borderDistance = abs(distance);\n float aa = 2. * fwidth(distance);\n float border = 1. - sst(min(mix(thickness, -thickness, softness), thickness + aa), max(mix(thickness, -thickness, softness), thickness + aa), borderDistance);\n float cornerFadeCircles = 0.;\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv + halfSize) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - vec2(-halfSize.x, halfSize.y)) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - vec2(halfSize.x, -halfSize.y)) / thickness)));\n cornerFadeCircles = mix(1., cornerFadeCircles, sst(0., 1., length((uv - halfSize) / thickness)));\n aa = fwidth(cornerDistance);\n float cornerFade = sst(0., mix(aa, thickness, softness), cornerDistance);\n cornerFade *= cornerFadeCircles;\n border += cornerFade;\n return border;\n}\n\n${textureRandomizerGB}\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomG(i);\n float b = randomG(i + vec2(1.0, 0.0));\n float c = randomG(i + vec2(0.0, 1.0));\n float d = randomG(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nvoid main() {\n const float firstFrameOffset = 109.;\n float t = 1.2 * (u_time + firstFrameOffset);\n\n vec2 borderUV = v_responsiveUV;\n float pulse = u_pulse * beat(.18 * u_time);\n\n float canvasRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n vec2 halfSize = vec2(.5);\n borderUV.x *= max(canvasRatio, 1.);\n borderUV.y /= min(canvasRatio, 1.);\n halfSize.x *= max(canvasRatio, 1.);\n halfSize.y /= min(canvasRatio, 1.);\n\n float mL = u_marginLeft;\n float mR = u_marginRight;\n float mT = u_marginTop;\n float mB = u_marginBottom;\n float mX = mL + mR;\n float mY = mT + mB;\n\n if (u_aspectRatio > 0.) {\n float shapeRatio = canvasRatio * (1. - mX) / max(1. - mY, 1e-6);\n float freeX = shapeRatio > 1. ? (1. - mX) * (1. - 1. / max(abs(shapeRatio), 1e-6)) : 0.;\n float freeY = shapeRatio < 1. ? (1. - mY) * (1. - shapeRatio) : 0.;\n mL += freeX * 0.5;\n mR += freeX * 0.5;\n mT += freeY * 0.5;\n mB += freeY * 0.5;\n mX = mL + mR;\n mY = mT + mB;\n }\n\n float thickness = .5 * u_thickness * min(halfSize.x, halfSize.y);\n\n halfSize.x *= (1. - mX);\n halfSize.y *= (1. - mY);\n\n vec2 centerShift = vec2(\n (mL - mR) * max(canvasRatio, 1.) * 0.5,\n (mB - mT) / min(canvasRatio, 1.) * 0.5\n );\n\n borderUV -= centerShift;\n halfSize -= mix(thickness, 0., u_softness);\n\n float radius = mix(0., min(halfSize.x, halfSize.y), u_roundness);\n vec2 d = abs(borderUV) - halfSize + radius;\n float outsideDistance = length(max(d, .0001)) - radius;\n float insideDistance = min(max(d.x, d.y), .0001);\n float cornerDistance = abs(min(max(d.x, d.y) - .45 * radius, .0));\n float distance = outsideDistance + insideDistance;\n\n float borderThickness = mix(thickness, 3. * thickness, u_softness);\n float border = roundedBox(borderUV, halfSize, distance, cornerDistance, borderThickness, u_softness);\n border = pow(border, 1. + u_softness);\n\n vec2 smokeUV = .3 * u_smokeSize * v_patternUV;\n float smoke = clamp(3. * valueNoise(2.7 * smokeUV + .5 * t), 0., 1.);\n smoke -= valueNoise(3.4 * smokeUV - .5 * t);\n float smokeThickness = thickness + .2;\n smokeThickness = min(.4, max(smokeThickness, .1));\n smoke *= roundedBox(borderUV, halfSize, distance, cornerDistance, smokeThickness, 1.);\n smoke = 30. * smoke * smoke;\n smoke *= mix(0., .5, pow(u_smoke, 2.));\n smoke *= mix(1., pulse, u_pulse);\n smoke = clamp(smoke, 0., 1.);\n border += smoke;\n\n border = clamp(border, 0., 1.);\n\n vec3 blendColor = vec3(0.);\n float blendAlpha = 0.;\n vec3 addColor = vec3(0.);\n float addAlpha = 0.;\n\n float bloom = 4. * u_bloom;\n float intensity = 1. + (1. + 4. * u_softness) * u_intensity;\n\n float angle = atan(borderUV.y, borderUV.x) / TWO_PI;\n\n for (int colorIdx = 0; colorIdx < ${pulsingBorderMeta.maxColorCount}; colorIdx++) {\n if (colorIdx >= int(u_colorsCount)) break;\n float colorIdxF = float(colorIdx);\n\n vec3 c = u_colors[colorIdx].rgb * u_colors[colorIdx].a;\n float a = u_colors[colorIdx].a;\n\n for (int spotIdx = 0; spotIdx < ${pulsingBorderMeta.maxSpots}; spotIdx++) {\n if (spotIdx >= int(u_spots)) break;\n float spotIdxF = float(spotIdx);\n\n vec2 randVal = randomGB(vec2(spotIdxF * 10. + 2., 40. + colorIdxF));\n\n float time = (.1 + .15 * abs(sin(spotIdxF * (2. + colorIdxF)) * cos(spotIdxF * (2. + 2.5 * colorIdxF)))) * t + randVal.x * 3.;\n time *= mix(1., -1., step(.5, randVal.y));\n\n float mask = .5 + .5 * mix(\n sin(t + spotIdxF * (5. - 1.5 * colorIdxF)),\n cos(t + spotIdxF * (3. + 1.3 * colorIdxF)),\n step(mod(colorIdxF, 2.), .5)\n );\n\n float p = clamp(2. * u_pulse - randVal.x, 0., 1.);\n mask = mix(mask, pulse, p);\n\n float atg1 = fract(angle + time);\n float spotSize = .05 + .6 * pow(u_spotSize, 2.) + .05 * randVal.x;\n spotSize = mix(spotSize, .1, p);\n float sector = sst(.5 - spotSize, .5, atg1) * (1. - sst(.5, .5 + spotSize, atg1));\n\n sector *= mask;\n sector *= border;\n sector *= intensity;\n sector = clamp(sector, 0., 1.);\n\n vec3 srcColor = c * sector;\n float srcAlpha = a * sector;\n\n blendColor += ((1. - blendAlpha) * srcColor);\n blendAlpha = blendAlpha + (1. - blendAlpha) * srcAlpha;\n addColor += srcColor;\n addAlpha += srcAlpha;\n }\n }\n\n vec3 accumColor = mix(blendColor, addColor, bloom);\n float accumAlpha = mix(blendAlpha, addAlpha, bloom);\n accumAlpha = clamp(accumAlpha, 0., 1.);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}`;\n\nexport interface PulsingBorderUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_roundness: number;\n u_thickness: number;\n u_marginLeft: number;\n u_marginRight: number;\n u_marginTop: number;\n u_marginBottom: number;\n u_aspectRatio: (typeof PulsingBorderAspectRatios)[PulsingBorderAspectRatio];\n u_softness: number;\n u_intensity: number;\n u_bloom: number;\n u_spots: number;\n u_spotSize: number;\n u_pulse: number;\n u_smoke: number;\n u_smokeSize: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n roundness?: number;\n thickness?: number;\n margin?: number;\n marginLeft?: number;\n marginRight?: number;\n marginTop?: number;\n marginBottom?: number;\n aspectRatio?: PulsingBorderAspectRatio;\n softness?: number;\n intensity?: number;\n bloom?: number;\n spots?: number;\n spotSize?: number;\n pulse?: number;\n smoke?: number;\n smokeSize?: number;\n}\n\nexport const PulsingBorderAspectRatios = {\n auto: 0,\n square: 1,\n} as const;\n\nexport type PulsingBorderAspectRatio = keyof typeof PulsingBorderAspectRatios;\n"],
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  "names": []
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  }
@@ -57,7 +57,8 @@ float fbm(in vec2 n) {
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  float getNoise(vec2 uv, vec2 pUv, float t) {
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  float noiseLeft = fbm(pUv + .03 * t);
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- pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);
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+ float period = max(abs(u_noiseScale * TWO_PI), 1e-6);
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+ pUv.x = fract(pUv.x / period) * period;
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  float noiseRight = fbm(pUv + .03 * t);
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  return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));
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  }
@@ -79,17 +80,18 @@ void main() {
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  float t = u_time;
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  float cycleDuration = 3.;
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- float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);
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- float localTime2 = mod(.1 * t, 2. * cycleDuration);
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+ float period2 = 2.0 * cycleDuration;
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+ float localTime1 = fract((0.1 * t + cycleDuration) / period2) * period2;
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+ float localTime2 = fract((0.1 * t) / period2) * period2;
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  float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);
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  float atg = atan(shape_uv.y, shape_uv.x) + .001;
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  float l = length(shape_uv);
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- vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));
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+ vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(max(1e-4, l), .5));
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  polar_uv1 *= u_noiseScale;
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  float noise1 = getNoise(shape_uv, polar_uv1, t);
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- vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));
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+ vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(max(1e-4, l), .5));
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  polar_uv2 *= u_noiseScale;
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  float noise2 = getNoise(shape_uv, polar_uv2, t);
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@@ -99,7 +101,7 @@ void main() {
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  float ringShape = getRingShape(shape_uv);
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102
- float mixer = pow(ringShape, 2.) * (u_colorsCount - 1.);
104
+ float mixer = ringShape * ringShape * (u_colorsCount - 1.);
103
105
  vec4 gradient = u_colors[int(u_colorsCount) - 1];
104
106
  gradient.rgb *= gradient.a;
105
107
  for (int i = ${smokeRingMeta.maxColorCount} - 2; i >= 0; i--) {
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/smoke-ring.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerR, colorBandingFix } from '../shader-utils.js';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Radial gradient with layered FBM displacement, masked with ring shape\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_thickness, u_radius, u_innerShape: ring mask settings\n * - u_noiseIterations, u_noiseScale: how detailed is the noise (number of fbm layers & noise frequency)\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n */\n\n// language=GLSL\nexport const smokeRingFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${smokeRingMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_thickness;\nuniform float u_radius;\nuniform float u_innerShape;\nuniform float u_noiseScale;\nuniform float u_noiseIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${textureRandomizerR}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(in vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {\n if (i >= int(u_noiseIterations)) break;\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\nfloat getNoise(vec2 uv, vec2 pUv, float t) {\n float noiseLeft = fbm(pUv + .03 * t);\n pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);\n float noiseRight = fbm(pUv + .03 * t);\n return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));\n}\n\nfloat getRingShape(vec2 uv) {\n float radius = u_radius;\n float thickness = u_thickness;\n\n float distance = length(uv);\n float ringValue = 1. - smoothstep(radius, radius + thickness, distance);\n ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);\n\n return ringValue;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = u_time;\n\n float cycleDuration = 3.;\n float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);\n float localTime2 = mod(.1 * t, 2. * cycleDuration);\n float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);\n\n float atg = atan(shape_uv.y, shape_uv.x) + .001;\n float l = length(shape_uv);\n vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));\n polar_uv1 *= u_noiseScale;\n float noise1 = getNoise(shape_uv, polar_uv1, t);\n\n vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));\n polar_uv2 *= u_noiseScale;\n float noise2 = getNoise(shape_uv, polar_uv2, t);\n\n float noise = mix(noise1, noise2, timeBlend);\n\n shape_uv *= (.8 + 1.2 * noise);\n\n float ringShape = getRingShape(shape_uv);\n\n float mixer = pow(ringShape, 2.) * (u_colorsCount - 1.);\n vec4 gradient = u_colors[int(u_colorsCount) - 1];\n gradient.rgb *= gradient.a;\n for (int i = ${smokeRingMeta.maxColorCount} - 2; i >= 0; i--) {\n float localT = clamp(mixer - float(int(u_colorsCount) - 1 - i - 1), 0., 1.);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * ringShape;\n float opacity = gradient.a * ringShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SmokeRingUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_noiseScale: number;\n u_thickness: number;\n u_radius: number;\n u_innerShape: number;\n u_noiseIterations: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface SmokeRingParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n noiseScale?: number;\n thickness?: number;\n radius?: number;\n innerShape?: number;\n noiseIterations?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,oBAAoB,uBAAuB;AAExD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,oBAAoB;AACtB;AAeO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQvB,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASjD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAeI,cAAc,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAwDvC,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAcxC,eAAe;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerR, colorBandingFix } from '../shader-utils.js';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Radial gradient with layered FBM displacement, masked with ring shape\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_thickness, u_radius, u_innerShape: ring mask settings\n * - u_noiseIterations, u_noiseScale: how detailed is the noise (number of fbm layers & noise frequency)\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n */\n\n// language=GLSL\nexport const smokeRingFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${smokeRingMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_thickness;\nuniform float u_radius;\nuniform float u_innerShape;\nuniform float u_noiseScale;\nuniform float u_noiseIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${textureRandomizerR}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(in vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {\n if (i >= int(u_noiseIterations)) break;\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\nfloat getNoise(vec2 uv, vec2 pUv, float t) {\n float noiseLeft = fbm(pUv + .03 * t);\n float period = max(abs(u_noiseScale * TWO_PI), 1e-6);\n pUv.x = fract(pUv.x / period) * period;\n float noiseRight = fbm(pUv + .03 * t);\n return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));\n}\n\nfloat getRingShape(vec2 uv) {\n float radius = u_radius;\n float thickness = u_thickness;\n\n float distance = length(uv);\n float ringValue = 1. - smoothstep(radius, radius + thickness, distance);\n ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);\n\n return ringValue;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = u_time;\n\n float cycleDuration = 3.;\n float period2 = 2.0 * cycleDuration;\n float localTime1 = fract((0.1 * t + cycleDuration) / period2) * period2;\n float localTime2 = fract((0.1 * t) / period2) * period2;\n float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);\n\n float atg = atan(shape_uv.y, shape_uv.x) + .001;\n float l = length(shape_uv);\n vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(max(1e-4, l), .5));\n polar_uv1 *= u_noiseScale;\n float noise1 = getNoise(shape_uv, polar_uv1, t);\n\n vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(max(1e-4, l), .5));\n polar_uv2 *= u_noiseScale;\n float noise2 = getNoise(shape_uv, polar_uv2, t);\n\n float noise = mix(noise1, noise2, timeBlend);\n\n shape_uv *= (.8 + 1.2 * noise);\n\n float ringShape = getRingShape(shape_uv);\n\n float mixer = ringShape * ringShape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[int(u_colorsCount) - 1];\n gradient.rgb *= gradient.a;\n for (int i = ${smokeRingMeta.maxColorCount} - 2; i >= 0; i--) {\n float localT = clamp(mixer - float(int(u_colorsCount) - 1 - i - 1), 0., 1.);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * ringShape;\n float opacity = gradient.a * ringShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SmokeRingUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_noiseScale: number;\n u_thickness: number;\n u_radius: number;\n u_innerShape: number;\n u_noiseIterations: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface SmokeRingParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n noiseScale?: number;\n thickness?: number;\n radius?: number;\n innerShape?: number;\n noiseIterations?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,oBAAoB,uBAAuB;AAExD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,oBAAoB;AACtB;AAeO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQvB,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASjD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAeI,cAAc,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBA0DvC,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAcxC,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -34,7 +34,7 @@ void main() {
34
34
  float t = u_time;
35
35
  float l = length(uv);
36
36
  float density = clamp(u_density, 0., 1.);
37
- l = pow(l, density);
37
+ l = pow(max(l, 1e-6), density);
38
38
  float angle = atan(uv.y, uv.x) - t;
39
39
  float angleNormalised = angle / TWO_PI;
40
40
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/spiral.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { simplexNoise, declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 2-color spiral shape\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_density: spacing falloff to simulate radial perspective (0 = no perspective)\n * - u_strokeWidth: thickness of stroke\n * - u_strokeTaper: stroke loosing width further from center (0 for full visibility)\n * - u_distortion: per-arch shift\n * - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)\n * - u_noiseFrequency, u_noise: simplex noise distortion over the shape\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n */\n\n// language=GLSL\nexport const spiralFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_density;\nuniform float u_distortion;\nuniform float u_strokeWidth;\nuniform float u_strokeCap;\nuniform float u_strokeTaper;\nuniform float u_noise;\nuniform float u_noiseFrequency;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n\nvoid main() {\n vec2 uv = 2. * v_patternUV;\n \n float t = u_time;\n float l = length(uv);\n float density = clamp(u_density, 0., 1.);\n l = pow(l, density);\n float angle = atan(uv.y, uv.x) - t;\n float angleNormalised = angle / TWO_PI;\n\n angleNormalised += .125 * u_noise * snoise(16. * pow(u_noiseFrequency, 3.) * uv);\n\n float offset = l + angleNormalised;\n offset -= u_distortion * (sin(4. * l - .5 * t) * cos(PI + l + .5 * t));\n float stripe = fract(offset);\n \n float shape = 2. * abs(stripe - .5);\n float width = 1. - clamp(u_strokeWidth, .005 * u_strokeTaper, 1.);\n\n\n float wCap = mix(width, (1. - stripe) * (1. - step(.5, stripe)), (1. - clamp(l, 0., 1.)));\n width = mix(width, wCap, u_strokeCap);\n width *= (1. - clamp(u_strokeTaper, 0., 1.) * l);\n\n float fw = fwidth(offset);\n float fwMult = 4. - 3. * (smoothstep(.05, .4, 2. * u_strokeWidth) * smoothstep(.05, .4, 2. * (1. - u_strokeWidth)));\n float pixelSize = mix(fwMult * fw, fwidth(shape), clamp(fw, 0., 1.));\n pixelSize = mix(pixelSize, .002, u_strokeCap * (1. - clamp(l, 0., 1.)));\n\n float res = smoothstep(width - pixelSize - u_softness, width + pixelSize + u_softness, shape);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SpiralUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_density: number;\n u_distortion: number;\n u_strokeWidth: number;\n u_strokeTaper: number;\n u_strokeCap: number;\n u_noise: number;\n u_noiseFrequency: number;\n u_softness: number;\n}\n\nexport interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n density?: number;\n distortion?: number;\n strokeWidth?: number;\n strokeTaper?: number;\n strokeCap?: number;\n noise?: number;\n noiseFrequency?: number;\n softness?: number;\n}\n"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { simplexNoise, declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 2-color spiral shape\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_density: spacing falloff to simulate radial perspective (0 = no perspective)\n * - u_strokeWidth: thickness of stroke\n * - u_strokeTaper: stroke loosing width further from center (0 for full visibility)\n * - u_distortion: per-arch shift\n * - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)\n * - u_noiseFrequency, u_noise: simplex noise distortion over the shape\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n */\n\n// language=GLSL\nexport const spiralFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_density;\nuniform float u_distortion;\nuniform float u_strokeWidth;\nuniform float u_strokeCap;\nuniform float u_strokeTaper;\nuniform float u_noise;\nuniform float u_noiseFrequency;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n\nvoid main() {\n vec2 uv = 2. * v_patternUV;\n \n float t = u_time;\n float l = length(uv);\n float density = clamp(u_density, 0., 1.);\n l = pow(max(l, 1e-6), density);\n float angle = atan(uv.y, uv.x) - t;\n float angleNormalised = angle / TWO_PI;\n\n angleNormalised += .125 * u_noise * snoise(16. * pow(u_noiseFrequency, 3.) * uv);\n\n float offset = l + angleNormalised;\n offset -= u_distortion * (sin(4. * l - .5 * t) * cos(PI + l + .5 * t));\n float stripe = fract(offset);\n \n float shape = 2. * abs(stripe - .5);\n float width = 1. - clamp(u_strokeWidth, .005 * u_strokeTaper, 1.);\n\n\n float wCap = mix(width, (1. - stripe) * (1. - step(.5, stripe)), (1. - clamp(l, 0., 1.)));\n width = mix(width, wCap, u_strokeCap);\n width *= (1. - clamp(u_strokeTaper, 0., 1.) * l);\n\n float fw = fwidth(offset);\n float fwMult = 4. - 3. * (smoothstep(.05, .4, 2. * u_strokeWidth) * smoothstep(.05, .4, 2. * (1. - u_strokeWidth)));\n float pixelSize = mix(fwMult * fw, fwidth(shape), clamp(fw, 0., 1.));\n pixelSize = mix(pixelSize, .002, u_strokeCap * (1. - clamp(l, 0., 1.)));\n\n float res = smoothstep(width - pixelSize - u_softness, width + pixelSize + u_softness, shape);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SpiralUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_density: number;\n u_distortion: number;\n u_strokeWidth: number;\n u_strokeTaper: number;\n u_strokeCap: number;\n u_noise: number;\n u_noiseFrequency: number;\n u_softness: number;\n}\n\nexport interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n density?: number;\n distortion?: number;\n strokeWidth?: number;\n strokeTaper?: number;\n strokeCap?: number;\n noise?: number;\n noiseFrequency?: number;\n softness?: number;\n}\n"],
5
5
  "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,cAAc,WAAW,uBAAuB;AAkBlD,MAAM,uBAA+B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgB1C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA4CV,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -120,8 +120,8 @@ void main() {
120
120
  totalWeight += w;
121
121
  }
122
122
 
123
- color /= totalWeight;
124
- opacity /= totalWeight;
123
+ color /= max(0.001, totalWeight);
124
+ opacity /= max(0.001, totalWeight);
125
125
 
126
126
  float rr = noise(rotate(grainUV, 1.), vec2(3.));
127
127
  float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/static-mesh-gradient.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticMeshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_waveX, u_waveY - power of sine wave distortion along X and Y axes\n * - u_waveXShift, u_waveYShift - each wave phase offset\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticMeshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colors[${staticMeshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_positions;\nuniform float u_waveX;\nuniform float u_waveXShift;\nuniform float u_waveY;\nuniform float u_waveYShift;\nuniform float u_mixing;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_waveX * center / i * cos(TWO_PI * u_waveXShift + i * 2. * smoothstep(.0, 1., uv.y));\n uv.y += u_waveY * center / i * cos(TWO_PI * u_waveYShift + i * 2. * smoothstep(.0, 1., uv.x));\n }\n \n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n float positionSeed = 25. + .33 * u_positions;\n\n for (int i = 0; i < ${staticMeshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, positionSeed) + mixerGrain;\n float dist = length(uv - pos);\n dist = length(uv - pos);\n\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float power = 4.;\n if (u_mixing > .5) {\n power = mix(power, .75, 2. * (u_mixing - .5));\n }\n dist = pow(dist, power);\n\n float w = 1. / (dist + 1e-3);\n if (u_mixing < .5) {\n w = pow(w, mix(mix(.01, 5., clamp(w, 0., 1.)), 1., 2. * u_mixing));\n }\n color += colorFraction * w;\n opacity += opacityFraction * w;\n totalWeight += w;\n }\n\n color /= totalWeight;\n opacity /= totalWeight;\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticMeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_positions: number;\n u_waveX: number;\n u_waveXShift: number;\n u_waveY: number;\n u_waveYShift: number;\n u_mixing: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticMeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n positions?: number;\n waveX?: number;\n waveXShift?: number;\n waveY?: number;\n waveYShift?: number;\n mixing?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticMeshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_waveX, u_waveY - power of sine wave distortion along X and Y axes\n * - u_waveXShift, u_waveYShift - each wave phase offset\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticMeshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colors[${staticMeshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_positions;\nuniform float u_waveX;\nuniform float u_waveXShift;\nuniform float u_waveY;\nuniform float u_waveYShift;\nuniform float u_mixing;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_waveX * center / i * cos(TWO_PI * u_waveXShift + i * 2. * smoothstep(.0, 1., uv.y));\n uv.y += u_waveY * center / i * cos(TWO_PI * u_waveYShift + i * 2. * smoothstep(.0, 1., uv.x));\n }\n \n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n float positionSeed = 25. + .33 * u_positions;\n\n for (int i = 0; i < ${staticMeshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, positionSeed) + mixerGrain;\n float dist = length(uv - pos);\n dist = length(uv - pos);\n\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float power = 4.;\n if (u_mixing > .5) {\n power = mix(power, .75, 2. * (u_mixing - .5));\n }\n dist = pow(dist, power);\n\n float w = 1. / (dist + 1e-3);\n if (u_mixing < .5) {\n w = pow(w, mix(mix(.01, 5., clamp(w, 0., 1.)), 1., 2. * u_mixing));\n }\n color += colorFraction * w;\n opacity += opacityFraction * w;\n totalWeight += w;\n }\n\n color /= max(0.001, totalWeight);\n opacity /= max(0.001, totalWeight);\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticMeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_positions: number;\n u_waveX: number;\n u_waveXShift: number;\n u_waveY: number;\n u_waveYShift: number;\n u_mixing: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticMeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n positions?: number;\n waveX?: number;\n waveXShift?: number;\n waveY?: number;\n waveYShift?: number;\n mixing?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
5
5
  "mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,yBAAyB;AAAA,EACpC,eAAe;AACjB;AAgBO,MAAM,mCAA2C;AAAA;AAAA;AAAA,wBAGhC,uBAAuB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAY1D,0BAA0B;AAAA,EAC1B,+BAA+B;AAAA,EAC/B,yBAAyB;AAAA;AAAA;AAAA;AAAA,EAIzB,SAAS;AAAA,EACT,SAAS;AAAA,EACT,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA4DM,uBAAuB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -83,7 +83,7 @@ void main() {
83
83
  grainUV *= v_objectBoxSize;
84
84
 
85
85
  vec2 center = vec2(0.);
86
- float angleRad = radians(u_focalAngle - 90.);
86
+ float angleRad = -radians(u_focalAngle + 90.);
87
87
  vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;
88
88
  float radius = u_radius;
89
89
 
@@ -93,11 +93,13 @@ void main() {
93
93
  float r = length(c_to_uv);
94
94
 
95
95
  float fragAngle = atan(c_to_uv.y, c_to_uv.x);
96
- float angleDiff = fragAngle - angleRad;
97
- angleDiff = mod(angleDiff + PI, TWO_PI) - PI;
98
-
99
- float halfAngle = acos(clamp(radius / u_focalDistance, 0.0, 1.0));
100
- float isInSector = 1.0 - smoothstep(.6 * PI, halfAngle, abs(angleDiff));
96
+ float angleDiff = fract((fragAngle - angleRad + PI) / TWO_PI) * TWO_PI - PI;
97
+
98
+ float halfAngle = acos(clamp(radius / max(u_focalDistance, 1e-4), 0.0, 1.0));
99
+ float e0 = 0.6 * PI, e1 = halfAngle;
100
+ float lo = min(e0, e1), hi = max(e0, e1);
101
+ float s = smoothstep(lo, hi, abs(angleDiff));
102
+ float isInSector = (e1 >= e0) ? (1.0 - s) : s;
101
103
 
102
104
  float a = dot(f_to_uv, f_to_uv);
103
105
  float b = -2.0 * dot(f_to_uv, f_to_c);
@@ -108,17 +110,18 @@ void main() {
108
110
 
109
111
  if (discriminant >= 0.0) {
110
112
  float sqrtD = sqrt(discriminant);
111
- float t0 = (-b - sqrtD) / (2.0 * a);
112
- float t1 = (-b + sqrtD) / (2.0 * a);
113
+ float div = max(1e-4, 2.0 * a);
114
+ float t0 = (-b - sqrtD) / div;
115
+ float t1 = (-b + sqrtD) / div;
113
116
  t = max(t0, t1);
114
117
  if (t < 0.0) t = 0.0;
115
118
  }
116
119
 
117
120
  float dist = length(f_to_uv);
118
- float normalized = dist / (length(f_to_uv * t));
121
+ float normalized = dist / max(1e-4, length(f_to_uv * t));
119
122
  float shape = clamp(normalized, 0.0, 1.0);
120
123
 
121
- float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., pow(u_falloff, 2.)), step(.0, u_falloff));
124
+ float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., u_falloff * u_falloff), step(.0, u_falloff));
122
125
 
123
126
  float falloffExp = mix(falloffMapped, 1., shape);
124
127
  shape = pow(shape, falloffExp);
@@ -126,14 +129,14 @@ void main() {
126
129
 
127
130
 
128
131
  float outerMask = .002;
129
- float outer = smoothstep(radius + outerMask, radius - outerMask, r);
132
+ float outer = 1.0 - smoothstep(radius - outerMask, radius + outerMask, r);
130
133
  outer = mix(outer, 1., isInSector);
131
134
 
132
135
  shape = mix(0., shape, outer);
133
- shape *= smoothstep(radius, radius - .01, r);
136
+ shape *= 1. - smoothstep(radius - .01, radius, r);
134
137
 
135
138
  float angle = atan(f_to_uv.y, f_to_uv.x);
136
- shape -= pow(u_distortion, 2.) * shape * pow(sin(PI * clamp(length(f_to_uv) - .2 + u_distortionShift, 0., 1.)), 4.) * (sin(u_distortionFreq * angle) + cos(floor(.65 * u_distortionFreq) * angle));
139
+ shape -= pow(u_distortion, 2.) * shape * pow(abs(sin(PI * clamp(length(f_to_uv) - 0.2 + u_distortionShift, 0.0, 1.0))), 4.0) * (sin(u_distortionFreq * angle) + cos(floor(0.65 * u_distortionFreq) * angle));
137
140
 
138
141
  float grain = noise(grainUV, vec2(0.));
139
142
  float mixerGrain = .4 * u_grainMixer * (grain - .5);
@@ -150,7 +153,7 @@ void main() {
150
153
  float m = 0.;
151
154
  float mixing = u_mixing * 3.;
152
155
  if (mixing > 2.) {
153
- float tt = pow(mLinear, 2.);
156
+ float tt = mLinear * mLinear;
154
157
  m = mix(mLinear, tt, .5 * clamp((mixing - 2.), 0., 1.));
155
158
  } else if (mixing > 1.) {
156
159
  m = mix(smoothstep(0., 1., mLinear), mLinear, clamp((mixing - 1.), 0., 1.));
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/static-radial-gradient.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticRadialGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * N-colors radial gradient\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_radius - circle radius\n * - u_focalDistance, u_focalAngle (float) - gradient center offset to the circle center\n * - u_falloff (-1 .. 1, float) - color points distribution (0 for linear gradient)\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_distortion, u_distortionShift, u_distortionFreq - radial distortion (effective with u_distortion > 0)\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticRadialGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${staticRadialGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_radius;\nuniform float u_focalDistance;\nuniform float u_focalAngle;\nuniform float u_falloff;\nuniform float u_mixing;\nuniform float u_distortion;\nuniform float u_distortionShift;\nuniform float u_distortionFreq;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = 2. * v_objectUV;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n vec2 center = vec2(0.);\n float angleRad = radians(u_focalAngle - 90.);\n vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;\n float radius = u_radius;\n \n vec2 c_to_uv = uv - center;\n vec2 f_to_uv = uv - focalPoint;\n vec2 f_to_c = center - focalPoint;\n float r = length(c_to_uv);\n \n float fragAngle = atan(c_to_uv.y, c_to_uv.x);\n float angleDiff = fragAngle - angleRad;\n angleDiff = mod(angleDiff + PI, TWO_PI) - PI;\n \n float halfAngle = acos(clamp(radius / u_focalDistance, 0.0, 1.0));\n float isInSector = 1.0 - smoothstep(.6 * PI, halfAngle, abs(angleDiff));\n \n float a = dot(f_to_uv, f_to_uv);\n float b = -2.0 * dot(f_to_uv, f_to_c);\n float c = dot(f_to_c, f_to_c) - radius * radius;\n\n float discriminant = b * b - 4.0 * a * c;\n float t = 1.0;\n\n if (discriminant >= 0.0) {\n float sqrtD = sqrt(discriminant);\n float t0 = (-b - sqrtD) / (2.0 * a);\n float t1 = (-b + sqrtD) / (2.0 * a);\n t = max(t0, t1);\n if (t < 0.0) t = 0.0;\n }\n\n float dist = length(f_to_uv);\n float normalized = dist / (length(f_to_uv * t));\n float shape = clamp(normalized, 0.0, 1.0);\n\n float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., pow(u_falloff, 2.)), step(.0, u_falloff));\n \n float falloffExp = mix(falloffMapped, 1., shape);\n shape = pow(shape, falloffExp);\n shape = 1. - clamp(shape, 0., 1.);\n\n\n float outerMask = .002;\n float outer = smoothstep(radius + outerMask, radius - outerMask, r);\n outer = mix(outer, 1., isInSector);\n \n shape = mix(0., shape, outer);\n shape *= smoothstep(radius, radius - .01, r);\n\n float angle = atan(f_to_uv.y, f_to_uv.x);\n shape -= pow(u_distortion, 2.) * shape * pow(sin(PI * clamp(length(f_to_uv) - .2 + u_distortionShift, 0., 1.)), 4.) * (sin(u_distortionFreq * angle) + cos(floor(.65 * u_distortionFreq) * angle));\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float mixer = shape * u_colorsCount + mixerGrain;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n \n float outerShape = 0.;\n for (int i = 1; i < ${staticRadialGradientMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n float mLinear = clamp(mixer - float(i - 1), 0.0, 1.0);\n \n float m = 0.;\n float mixing = u_mixing * 3.;\n if (mixing > 2.) {\n float tt = pow(mLinear, 2.);\n m = mix(mLinear, tt, .5 * clamp((mixing - 2.), 0., 1.));\n } else if (mixing > 1.) {\n m = mix(smoothstep(0., 1., mLinear), mLinear, clamp((mixing - 1.), 0., 1.));\n } else {\n float aa = fwidth(mLinear);\n m = smoothstep(.5 - .5 * mixing - aa, .5 + .5 * mixing + aa, mLinear);\n }\n \n if (i == 1) {\n outerShape = m;\n }\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb * outerShape;\n float opacity = gradient.a * outerShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n opacity += u_grainOverlay * grain;\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticRadialGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_radius: number;\n u_focalDistance: number;\n u_focalAngle: number;\n u_falloff: number;\n u_mixing: number;\n u_distortion: number;\n u_distortionShift: number;\n u_distortionFreq: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticRadialGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n radius?: number;\n focalDistance?: number;\n focalAngle?: number;\n falloff?: number;\n mixing?: number;\n distortion?: number;\n distortionShift?: number;\n distortionFreq?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticRadialGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * N-colors radial gradient\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_radius - circle radius\n * - u_focalDistance, u_focalAngle (float) - gradient center offset to the circle center\n * - u_falloff (-1 .. 1, float) - color points distribution (0 for linear gradient)\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_distortion, u_distortionShift, u_distortionFreq - radial distortion (effective with u_distortion > 0)\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticRadialGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${staticRadialGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_radius;\nuniform float u_focalDistance;\nuniform float u_focalAngle;\nuniform float u_falloff;\nuniform float u_mixing;\nuniform float u_distortion;\nuniform float u_distortionShift;\nuniform float u_distortionFreq;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = 2. * v_objectUV;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n vec2 center = vec2(0.);\n float angleRad = -radians(u_focalAngle + 90.);\n vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;\n float radius = u_radius;\n \n vec2 c_to_uv = uv - center;\n vec2 f_to_uv = uv - focalPoint;\n vec2 f_to_c = center - focalPoint;\n float r = length(c_to_uv);\n \n float fragAngle = atan(c_to_uv.y, c_to_uv.x);\n float angleDiff = fract((fragAngle - angleRad + PI) / TWO_PI) * TWO_PI - PI;\n\n float halfAngle = acos(clamp(radius / max(u_focalDistance, 1e-4), 0.0, 1.0));\n float e0 = 0.6 * PI, e1 = halfAngle;\n float lo = min(e0, e1), hi = max(e0, e1);\n float s = smoothstep(lo, hi, abs(angleDiff));\n float isInSector = (e1 >= e0) ? (1.0 - s) : s;\n \n float a = dot(f_to_uv, f_to_uv);\n float b = -2.0 * dot(f_to_uv, f_to_c);\n float c = dot(f_to_c, f_to_c) - radius * radius;\n\n float discriminant = b * b - 4.0 * a * c;\n float t = 1.0;\n\n if (discriminant >= 0.0) {\n float sqrtD = sqrt(discriminant);\n float div = max(1e-4, 2.0 * a);\n float t0 = (-b - sqrtD) / div;\n float t1 = (-b + sqrtD) / div;\n t = max(t0, t1);\n if (t < 0.0) t = 0.0;\n }\n\n float dist = length(f_to_uv);\n float normalized = dist / max(1e-4, length(f_to_uv * t));\n float shape = clamp(normalized, 0.0, 1.0);\n\n float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., u_falloff * u_falloff), step(.0, u_falloff));\n \n float falloffExp = mix(falloffMapped, 1., shape);\n shape = pow(shape, falloffExp);\n shape = 1. - clamp(shape, 0., 1.);\n\n\n float outerMask = .002;\n float outer = 1.0 - smoothstep(radius - outerMask, radius + outerMask, r);\n outer = mix(outer, 1., isInSector);\n \n shape = mix(0., shape, outer);\n shape *= 1. - smoothstep(radius - .01, radius, r);\n\n float angle = atan(f_to_uv.y, f_to_uv.x);\n shape -= pow(u_distortion, 2.) * shape * pow(abs(sin(PI * clamp(length(f_to_uv) - 0.2 + u_distortionShift, 0.0, 1.0))), 4.0) * (sin(u_distortionFreq * angle) + cos(floor(0.65 * u_distortionFreq) * angle));\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float mixer = shape * u_colorsCount + mixerGrain;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n \n float outerShape = 0.;\n for (int i = 1; i < ${staticRadialGradientMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n float mLinear = clamp(mixer - float(i - 1), 0.0, 1.0);\n \n float m = 0.;\n float mixing = u_mixing * 3.;\n if (mixing > 2.) {\n float tt = mLinear * mLinear;\n m = mix(mLinear, tt, .5 * clamp((mixing - 2.), 0., 1.));\n } else if (mixing > 1.) {\n m = mix(smoothstep(0., 1., mLinear), mLinear, clamp((mixing - 1.), 0., 1.));\n } else {\n float aa = fwidth(mLinear);\n m = smoothstep(.5 - .5 * mixing - aa, .5 + .5 * mixing + aa, mLinear);\n }\n \n if (i == 1) {\n outerShape = m;\n }\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb * outerShape;\n float opacity = gradient.a * outerShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n opacity += u_grainOverlay * grain;\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticRadialGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_radius: number;\n u_focalDistance: number;\n u_focalAngle: number;\n u_falloff: number;\n u_mixing: number;\n u_distortion: number;\n u_distortionShift: number;\n u_distortionFreq: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticRadialGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n radius?: number;\n focalDistance?: number;\n focalAngle?: number;\n falloff?: number;\n mixing?: number;\n distortion?: number;\n distortionShift?: number;\n distortionFreq?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
5
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6
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  "names": []
7
7
  }
@@ -36,7 +36,8 @@ void main() {
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  vec2 shape_uv = v_objectUV;
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  float l = length(shape_uv);
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-
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+ l = max(1e-4, l);
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+
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  float t = u_time;
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  float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;